Discoverers and delvers of ruins and civilizations long past, the Archaeologist investigate the histories of the ancient. Their expeditions lead to unearthing secrets of ages long ago.
Aspect - Wit | Elude and Nature
Gain +1 + TT/2 on Communicate rolls.
Boost: Gain +1 + TT on Research rolls to decipher written text.
Aspect - Wit | Elude and Nature
Gain +1 + TT/2 on History Knowledge rolls.
Boost: Gain +1d12 on defenses against Time effects.
Aspect - Wit | Elude and Nature
Gain +2 + TT on Knowledge rolls about Curses.
Boost: Reduce your DL to Manifest Curses by 1 + TT/3 and gain 1 + TT/3 on defenses against magical diseases.
Spell - Suppression | Elude and Nature
Attack target Curse to remove it.
Target 0
Dispel Defense
Boost: Gain +1 + TT on your attack roll.
Aspect - Wit | Elude and Nature
Gain +1 + TT/3 on Elude Knowledge rolls.
Boost: While Focused, treat subjects you are not Focused on as 1 Magnitude lower.
Spell - Infusion | Elude and Nature
Corpses of target swarm becomes a Zombie.
Target 0
3 + TT rounds
Boost: Unarmed Strikes the swarm use gain Necrotic and +1 + TT/3 damage.
Advanced Abilities
Those that practice and excel in the Archaeologist style gain access to these more unique abilities.
Trick - Transference | Elude and Nature
Requirements: Elude Proficiency 21, Nature Proficiency 21
1 Resolve: Target corpse or skeleton becomes a Ghost. It acts as if Bonded to you and has Tier 0 in all Skills.
Target 0
3 + TT rounds
Nature
Boost: 1 Energy: It has all memories from its life.
Spell - Infusion | Elude and Nature
Requirements: Elude Proficiency 9, Nature Proficiency 9
Target corpse becomes a Zombie or set of bones becomes a Skeleton. It has no non-Root abilities, Tier 1 in each Might and Finesse skill, and Tier 0 in all others.
Target 3 + TT
1 + TT hours
Nature
Boost: 5,000: Roll 1 + TT/4 d12 to have the soul that last occupied the body return to the body, allowing them to retain their memories and Skill Tiers from it and not be Mindless, if it is not currently in a body, DL 9.
Spell - Suppression | Elude and Endure
Requirements: Elude Proficiency 15, Nature Proficiency 15
Teleportation and Warp effects in to or out of the Area fail.
Burst 3 + TT
12 + TT x 12 minutes
Boost: Also affect Scry effects.
Aspect - Wit | Elude and Nature
Requirements: Elude Proficiency 9, Nature Proficiency 9
Gain +1 + TT/2 on defenses against Rituals.
Boost: Gain +1 + TT/3 on defenses against Illusions and traps.
Spell - Transference | Elude and Nature
Requirements: Elude Proficiency 15, Nature Proficiency 15
Scry on a Curse. See as if standing where the caster was when the Curse was Manifested.
1 + TT/2 rounds
Dispel Defense
Boost: 2 Energy: Gain +1 + ET/3 on your attack roll.
Aspect - Finesse | Elude and Nature
Requirements: Elude Proficiency 9, Nature Proficiency 9
Traps cannot Ambush you.
Boost: Gain Tier 1 + TT/3 Concealment against traps.
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